LOL:8/21枷蘿阿卡莉PBE改動出爐!設計師:這只是第一步

阿卡莉

  • Q:AP加成從0.6降低至0.4
  • E:未來技能距離還會削弱
  • R:二段傷害會稍微降低

枷蘿

(R)

  • 法力值消耗從100/120/140降低至全等級100
  • 冷卻時間從130/120/110秒降低至120/110/100秒
  • 傷害從180/265/350提高到180/280/380

潘森

(E)

新效果:不在對野怪降低傷害

設計師雜談:目前來看潘森的表現有點過於平庸了,在打野方面潘森的表現並不太好,我們拿走了一部分屬於他的能力,現在看來是時候還給他了(???

How we think about maintaining multiple versions of a feature 
Given recent discussion around the Legacy Cursor I figured a bit of visibility into our thought process when it comes to offering multiple different versions of a feature might be of interest. Before diving into that though, for anyone who's missed it the option to use the Legacy Cursor's back in again. 
So, first off, general thoughts on benefits and costs of maintaining prior functionality when we update something. I'm assuming here that the output of the feature in question is the same (e.g. a cursor you use to control the game, a patcher that updates the game for you, a particular UI etc). Things like old and new versions of a champion by contrast are a very different case because what one player chooses impacts others. 
The benefit side of things is pretty straightforward - it lets us give different groups of players what they want. The cost side by contrast tends to be more complex, particularly depending on what the feature in question is. Meaningful costs we think about include: 

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